METAsrc Set 4 Patch 11.1 Teamfight Tactics

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Welcome to the METAsrc Teamfight Tactics site! TFT is a new League of Legends strategy game mode.

Select one of our many guides below for the best statistical builds and data for traits, team compositions, and champions. Use our Team Comp Builder to strategize and develop the perfect team comp, both before and during the game! Analyze the info from a broader perspective using our Champion Stats, Trait Stats, and Team Comp Stats tables. Better yet, check out our Champion Tier List, Trait Tier List, and Team Comp Tier List to refine your TFT strategy and level up in ranked. Don't forget to use our Items page for an interactive in-game cheat sheet.

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Trait Guides

Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
3 3.50 seconds
4 6 seconds

Adept
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +30% Critical Strike Damage & +10% Critical Strike Chance
4 +60% Critical Strike Damage & +25% Critical Strike Chance
6 +90% Critical Strike Damage & +40% Critical Strike Chance

Assassin
Brawler
Brawlers gain bonus Health.

2 400 Health
4 800 Health
6 1200 Health
8 1800 Health

Brawler
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio
6 Demon Lord Galio
9 Supreme Overlord Galio

Cultist
Dazzler
Dazzlers' spells reduce the Attack Damage of enemies hit for 8 seconds.

2 40% Attack Damage reduction
4 80% Attack Damage reduction

Dazzler
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
4 6 seconds
6 9 seconds
8 15 seconds

Divine
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

2 +12% Attack Speed per stack
4 +20% Attack Speed per stack
6 +35% Attack Speed per stack
8 +60% Attack Speed per stack

Duelist
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power
4 And Dusk champions gain an additional 50%
6 40% Spell Power for all, and an extra 70% for Dusk champions

Dusk
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 20 Armor and Magic Resist, 5 Attack Damage and Spell Power
6 30 Armor and Magic Resist, 10 Attack Damage and Spell Power
9 40 Armor and Magic Resist, 20 Attack Damage and Spell Power

Elderwood
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

Emperor
Enlightened
Enlightened champions generate more Mana.

2 40% increase
4 70% increase
6 100% increase

Enlightened
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
2 And 80% Lifesteal

Exile
Fortune
3 Winning combat against a player will give bonus orbs. The longer you've gone without an orb, the bigger the payout!
6 Wins give an extra bonus orb with rare loot.

Fortune
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

2 125% bonus damage every 3.50 seconds
3 150% bonus damage every 3 seconds
4 175% bonus damage every 2.50 seconds
5 200% bonus damage every 2 seconds

Hunter
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds
4 225 Shield, 10 seconds
6 350 Shield, 12 seconds

Keeper
Mage
Mages cast twice and have modified Spell Power.

3 80% of their total Spell Power
6 120% of their total Spell Power
9 180% of their total Spell Power

Mage
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion
5 2% Champions

Moonlight
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
4 100 Magic Resistance
6 200 Magic Resistance

Mystic
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
4 All Ninjas gain +140 Attack Damage & +140% Spell Power

Ninja
Shade
Innate: When combat starts, Shades teleport to the enemy backline.

Shades dip into the shadows after every 3 attacks, stealthing and causing their next basic attack to deal bonus magic damage.

2 125 bonus damage
3 400 bonus damage
4 750 bonus damage

Shade
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

2 1 ricochets with 55% reduced damage
4 2 ricochets with 50% reduced damage
6 3 ricochets with 45% reduced damage

Sharpshooter
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost
4 70% of mana cost

Spirit
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

The Boss
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.

Tormented
Vanguard
Vanguard champions gain bonus Armor.

2 120 Armor
4 300 Armor
6 750 Armor
8 2000 Armor

Vanguard
Warlord
Warlords have bonus Health and Spell Power. Each victorious combat they participate in increases the bonus by 10%, stacking up to 5 times.

3 200 Health & 20 Spell Power
6 450 Health & 40 Spell Power
9 700 Health & 70 Spell Power

Warlord

Team Comp GuidesTeam Comp Builder

1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
3
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

3 150% bonus damage every 3 seconds

3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion
2
Dazzler
Dazzlers' spells reduce the Attack Damage of enemies hit for 8 seconds.

2 40% Attack Damage reduction

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Emperor
Hunter
Moonlight
Chosen Border
Dazzler
Spirit
Exile
Ninja
Adept
Divine
Mystic
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

3
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

3 150% bonus damage every 3 seconds
3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
2
Brawler
Brawlers gain bonus Health.

2 400 Health

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Emperor
The Boss
Hunter
Moonlight
Chosen Border
Spirit
Ninja
Adept
Brawler
Divine
Mystic
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
3
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

3 150% bonus damage every 3 seconds

3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion
2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Brawler
Brawlers gain bonus Health.

2 400 Health
2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Adept
Hunter
Moonlight
Chosen Border
Spirit
Chosen Border
Exile
Ninja
Brawler
Chosen Border
Divine
Chosen Border
Mystic
Chosen Border
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds

3
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

3 150% bonus damage every 3 seconds
3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Brawler
Brawlers gain bonus Health.

2 400 Health

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Emperor
Adept
Hunter
Moonlight
Chosen Border
Spirit
Exile
Ninja
Brawler
Divine
Mystic
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance

2
Shade
Innate: When combat starts, Shades teleport to the enemy backline.

Shades dip into the shadows after every 3 attacks, stealthing and causing their next basic attack to deal bonus magic damage.

2 125 bonus damage
Emperor
The Boss
Tormented
Exile
Ninja
Adept
Divine
Chosen Border
Mystic
Shade
Chosen Border
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.
2
Dazzler
Dazzlers' spells reduce the Attack Damage of enemies hit for 8 seconds.

2 40% Attack Damage reduction

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
2
Brawler
Brawlers gain bonus Health.

2 400 Health

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Emperor
The Boss
Chosen Border
Tormented
Chosen Border
Dazzler
Chosen Border
Exile
Ninja
Adept
Brawler
Chosen Border
Divine
Chosen Border
Mystic
Chosen Border
4
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

4 175% bonus damage every 2.50 seconds
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds

3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion
2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Brawler
Brawlers gain bonus Health.

2 400 Health
2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Hunter
Chosen Border
Adept
Moonlight
Chosen Border
Spirit
Exile
Ninja
Brawler
Divine
Mystic
4
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

4 175% bonus damage every 2.50 seconds
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds

3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion
2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Hunter
Chosen Border
Adept
Moonlight
Chosen Border
Spirit
Exile
Ninja
Divine
Mystic
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

2
Brawler
Brawlers gain bonus Health.

2 400 Health
2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Emperor
The Boss
Chosen Border
Tormented
Chosen Border
Exile
Brawler
Chosen Border
Dusk
Chosen Border
Mystic
Chosen Border
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power
2
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
2
Shade
Innate: When combat starts, Shades teleport to the enemy backline.

Shades dip into the shadows after every 3 attacks, stealthing and causing their next basic attack to deal bonus magic damage.

2 125 bonus damage
Emperor
The Boss
Chosen Border
Tormented
Chosen Border
Exile
Ninja
Adept
Dusk
Chosen Border
Keeper
Chosen Border
Mystic
Chosen Border
Shade
Chosen Border
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds

3
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

3 150% bonus damage every 3 seconds
3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Brawler
Brawlers gain bonus Health.

2 400 Health

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
The Boss
Adept
Hunter
Moonlight
Chosen Border
Spirit
Exile
Ninja
Brawler
Divine
Mystic
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
3
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

3 150% bonus damage every 3 seconds

3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion
2
Dazzler
Dazzlers' spells reduce the Attack Damage of enemies hit for 8 seconds.

2 40% Attack Damage reduction

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Adept
Hunter
Chosen Border
Moonlight
Chosen Border
Dazzler
Chosen Border
Spirit
Exile
Ninja
Divine
Mystic
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

4
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

4 225 Shield, 10 seconds
4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 2 ricochets with 50% reduced damage

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

3
Warlord
Warlords have bonus Health and Spell Power. Each victorious combat they participate in increases the bonus by 10%, stacking up to 5 times.

3 200 Health & 20 Spell Power
2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power
Emperor
The Boss
Keeper
Sharpshooter
Chosen Border
Exile
Ninja
Warlord
Dusk
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
2
Shade
Innate: When combat starts, Shades teleport to the enemy backline.

Shades dip into the shadows after every 3 attacks, stealthing and causing their next basic attack to deal bonus magic damage.

2 125 bonus damage
Emperor
The Boss
Chosen Border
Tormented
Chosen Border
Exile
Ninja
Adept
Mystic
Chosen Border
Shade
Chosen Border
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
3
Mage
Mages cast twice and have modified Spell Power.

3 80% of their total Spell Power

2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
2
Brawler
Brawlers gain bonus Health.

2 400 Health

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Emperor
The Boss
Tormented
Exile
Ninja
Mage
Adept
Brawler
Chosen Border
Mystic
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Brawler
Brawlers gain bonus Health.

2 400 Health
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Emperor
The Boss
Chosen Border
Tormented
Chosen Border
Exile
Ninja
Adept
Brawler
Chosen Border
Mystic
Chosen Border
4
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

4 All Ninjas gain +140 Attack Damage & +140% Spell Power
4
Shade
Innate: When combat starts, Shades teleport to the enemy backline.

Shades dip into the shadows after every 3 attacks, stealthing and causing their next basic attack to deal bonus magic damage.

4 750 bonus damage

1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +30% Critical Strike Damage & +10% Critical Strike Chance
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Ninja
Shade
Chosen Border
Tormented
Exile
Cultist
Adept
Assassin
Mystic
6
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

6 3 ricochets with 45% reduced damage
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

4
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

4 225 Shield, 10 seconds
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

3
Warlord
Warlords have bonus Health and Spell Power. Each victorious combat they participate in increases the bonus by 10%, stacking up to 5 times.

3 200 Health & 20 Spell Power
2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power
Sharpshooter
Chosen Border
Emperor
Keeper
Ninja
Warlord
Dusk
4
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

4 All Ninjas gain +140 Attack Damage & +140% Spell Power
4
Shade
Innate: When combat starts, Shades teleport to the enemy backline.

Shades dip into the shadows after every 3 attacks, stealthing and causing their next basic attack to deal bonus magic damage.

4 750 bonus damage

1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.

3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio
2
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +30% Critical Strike Damage & +10% Critical Strike Chance

2
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Ninja
Shade
Chosen Border
Emperor
Tormented
Cultist
Assassin
Keeper
Mystic
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Enlightened
Enlightened champions generate more Mana.

2 40% increase

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Duelist
Chosen Border
Exile
Adept
Chosen Border
Ninja
Divine
Enlightened
Mystic
Chosen Border
4
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

4 6 seconds
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Adept
Chosen Border
Emperor
The Boss
Tormented
Exile
Ninja
Divine
Mystic
6
Dusk
Dusk champions increase all allies' Spell Power.
6 40% Spell Power for all, and an extra 70% for Dusk champions
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio
2
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
2
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

2 1 ricochets with 55% reduced damage

2
Vanguard
Vanguard champions gain bonus Armor.

2 120 Armor
Dusk
Chosen Border
Emperor
Cultist
Keeper
Mystic
Sharpshooter
Vanguard
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Emperor
The Boss
Chosen Border
Tormented
Chosen Border
Adept
Chosen Border
Exile
Ninja
Mystic
Chosen Border
8
Brawler
Brawlers gain bonus Health.

8 1800 Health
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 20 Armor and Magic Resist, 5 Attack Damage and Spell Power
2
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

2 125% bonus damage every 3.50 seconds
Brawler
Chosen Border
The Boss
Elderwood
Hunter
4
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

4 175% bonus damage every 2.50 seconds
3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
2
Brawler
Brawlers gain bonus Health.

2 400 Health

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Hunter
Chosen Border
Moonlight
Chosen Border
Spirit
Chosen Border
Ninja
Adept
Brawler
Chosen Border
Divine
Chosen Border
Mystic
Chosen Border
6
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

6 3 ricochets with 45% reduced damage
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

3
Fortune
3 Winning combat against a player will give bonus orbs. The longer you've gone without an orb, the bigger the payout!
2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power

2
Vanguard
Vanguard champions gain bonus Armor.

2 120 Armor
Sharpshooter
Chosen Border
Emperor
Fortune
Dusk
Vanguard
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

2
Shade
Innate: When combat starts, Shades teleport to the enemy backline.

Shades dip into the shadows after every 3 attacks, stealthing and causing their next basic attack to deal bonus magic damage.

2 125 bonus damage
Emperor
The Boss
Chosen Border
Tormented
Chosen Border
Exile
Shade
Chosen Border
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Enlightened
Enlightened champions generate more Mana.

2 40% increase

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Duelist
Chosen Border
Exile
Chosen Border
Ninja
Adept
Divine
Chosen Border
Enlightened
Chosen Border
Mystic
Chosen Border
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
3
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

3 150% bonus damage every 3 seconds

3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion
2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Adept
Hunter
Chosen Border
Moonlight
Chosen Border
Spirit
Chosen Border
Exile
Ninja
Divine
Chosen Border
Mystic
Chosen Border
9
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
9 Supreme Overlord Galio
Cultist
Chosen Border
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Enlightened
Enlightened champions generate more Mana.

2 40% increase
Duelist
Chosen Border
Exile
Chosen Border
Adept
Ninja
Divine
Enlightened
Chosen Border
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
3
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

3 150% bonus damage every 3 seconds

3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion
2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Brawler
Brawlers gain bonus Health.

2 400 Health
2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Emperor
Hunter
Moonlight
Chosen Border
Spirit
Chosen Border
Ninja
Adept
Brawler
Chosen Border
Divine
Chosen Border
Mystic
Chosen Border
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
Emperor
The Boss
Chosen Border
Tormented
Chosen Border
Exile
Adept
Chosen Border
4
Mystic
All allies gain Magic Resistance.

4 100 Magic Resistance
4
Vanguard
Vanguard champions gain bonus Armor.

4 300 Armor

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power
Mystic
Chosen Border
Vanguard
Chosen Border
Spirit
Exile
Ninja
Adept
Dusk
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Duelist
Chosen Border
Exile
Adept
Chosen Border
Ninja
Divine
Mystic
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

2
Brawler
Brawlers gain bonus Health.

2 400 Health
Emperor
Chosen Border
The Boss
Chosen Border
Tormented
Chosen Border
Exile
Brawler
Chosen Border
9
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
9 Supreme Overlord Galio
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

2
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds
Cultist
Chosen Border
Emperor
Keeper
9
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
9 Supreme Overlord Galio
1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.

2
Shade
Innate: When combat starts, Shades teleport to the enemy backline.

Shades dip into the shadows after every 3 attacks, stealthing and causing their next basic attack to deal bonus magic damage.

2 125 bonus damage
Cultist
Chosen Border
Tormented
Shade
6
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

6 350 Shield, 12 seconds
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 2 ricochets with 50% reduced damage
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

3
Warlord
Warlords have bonus Health and Spell Power. Each victorious combat they participate in increases the bonus by 10%, stacking up to 5 times.

3 200 Health & 20 Spell Power
2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power
Keeper
Chosen Border
Emperor
Sharpshooter
Ninja
Warlord
Dusk
4
Mystic
All allies gain Magic Resistance.

4 100 Magic Resistance
4
Vanguard
Vanguard champions gain bonus Armor.

4 300 Armor

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power
Mystic
Chosen Border
Vanguard
Chosen Border
Spirit
Chosen Border
Ninja
Dusk
Chosen Border
8
Brawler
Brawlers gain bonus Health.

8 1800 Health
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

3
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

3 150% bonus damage every 3 seconds
3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 20 Armor and Magic Resist, 5 Attack Damage and Spell Power
Brawler
Chosen Border
The Boss
Hunter
Elderwood
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
3
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

3 150% bonus damage every 3 seconds

3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion
2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Brawler
Brawlers gain bonus Health.

2 400 Health
2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
The Boss
Hunter
Moonlight
Chosen Border
Spirit
Ninja
Adept
Brawler
Divine
Mystic
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

4
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

4 6 seconds
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Enlightened
Enlightened champions generate more Mana.

2 40% increase
Duelist
Chosen Border
Exile
Divine
Chosen Border
Adept
Ninja
Enlightened
8
Brawler
Brawlers gain bonus Health.

8 1800 Health
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 20 Armor and Magic Resist, 5 Attack Damage and Spell Power
2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds

2
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

2 125% bonus damage every 3.50 seconds
Brawler
Chosen Border
The Boss
Elderwood
Divine
Hunter
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion

2
Dazzler
Dazzlers' spells reduce the Attack Damage of enemies hit for 8 seconds.

2 40% Attack Damage reduction
2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost

1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

2 125% bonus damage every 3.50 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Adept
Moonlight
Chosen Border
Dazzler
Chosen Border
Spirit
Chosen Border
Exile
Ninja
Divine
Chosen Border
Hunter
Mystic
Chosen Border
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
4
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

4 225 Shield, 10 seconds

4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 2 ricochets with 50% reduced damage
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power
Emperor
Keeper
Chosen Border
Sharpshooter
Chosen Border
Exile
Ninja
Dusk
Chosen Border
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

2
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds
Emperor
The Boss
Chosen Border
Tormented
Chosen Border
Exile
Keeper
Chosen Border
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Emperor
The Boss
Chosen Border
Tormented
Chosen Border
Exile
Ninja
Adept
Chosen Border
Mystic
Chosen Border
6
Dusk
Dusk champions increase all allies' Spell Power.
6 40% Spell Power for all, and an extra 70% for Dusk champions
3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
2
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

2 1 ricochets with 55% reduced damage

2
Vanguard
Vanguard champions gain bonus Armor.

2 120 Armor
Dusk
Chosen Border
Cultist
Mystic
Sharpshooter
Vanguard
4
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

4 175% bonus damage every 2.50 seconds
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds

3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Brawler
Brawlers gain bonus Health.

2 400 Health

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
Hunter
Chosen Border
Adept
Moonlight
Chosen Border
Exile
Ninja
Brawler
Chosen Border
Divine
Chosen Border
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

4
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

4 6 seconds
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
Duelist
Chosen Border
Exile
Divine
Adept
Ninja
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

6
Warlord
Warlords have bonus Health and Spell Power. Each victorious combat they participate in increases the bonus by 10%, stacking up to 5 times.

6 450 Health & 40 Spell Power
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

2
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +30% Critical Strike Damage & +10% Critical Strike Chance
2
Brawler
Brawlers gain bonus Health.

2 400 Health

2
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds
Emperor
The Boss
Chosen Border
Warlord
Chosen Border
Exile
Assassin
Chosen Border
Brawler
Chosen Border
Keeper
Chosen Border
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Duelist
Chosen Border
Exile
Chosen Border
Ninja
Adept
Divine
Chosen Border
Mystic
Chosen Border
6
Dusk
Dusk champions increase all allies' Spell Power.
6 40% Spell Power for all, and an extra 70% for Dusk champions
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 2 ricochets with 50% reduced damage
2
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds
Dusk
Chosen Border
Emperor
Sharpshooter
Keeper
6
Mage
Mages cast twice and have modified Spell Power.

6 120% of their total Spell Power
2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost

3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 20 Armor and Magic Resist, 5 Attack Damage and Spell Power
2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Mage
Chosen Border
Spirit
Chosen Border
Elderwood
Chosen Border
Dusk
Chosen Border
Mystic
Chosen Border
4
Mystic
All allies gain Magic Resistance.

4 100 Magic Resistance
4
Vanguard
Vanguard champions gain bonus Armor.

4 300 Armor

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost
2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power
Mystic
Chosen Border
Vanguard
Chosen Border
Spirit
Chosen Border
Dusk
Chosen Border
5
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

5 200% bonus damage every 2 seconds
3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Hunter
Chosen Border
Adept
Spirit
Exile
Ninja
Divine
Mystic
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
4
Dusk
Dusk champions increase all allies' Spell Power.
4 And Dusk champions gain an additional 50%

4
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

4 225 Shield, 10 seconds
4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 2 ricochets with 50% reduced damage

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
Emperor
Dusk
Chosen Border
Keeper
Chosen Border
Sharpshooter
Chosen Border
Ninja
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

3
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

3 3.50 seconds
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
Duelist
Chosen Border
Exile
Adept
Chosen Border
Ninja
Divine
4
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

4 All Ninjas gain +140 Attack Damage & +140% Spell Power
4
Shade
Innate: When combat starts, Shades teleport to the enemy backline.

Shades dip into the shadows after every 3 attacks, stealthing and causing their next basic attack to deal bonus magic damage.

4 750 bonus damage

1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.
3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio

2
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +30% Critical Strike Damage & +10% Critical Strike Chance
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Ninja
Shade
Chosen Border
Tormented
Cultist
Assassin
Mystic
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
4
Dusk
Dusk champions increase all allies' Spell Power.
4 And Dusk champions gain an additional 50%

4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 2 ricochets with 50% reduced damage
2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost

2
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Emperor
Dusk
Chosen Border
Sharpshooter
Chosen Border
Spirit
Chosen Border
Keeper
Chosen Border
Mystic
Chosen Border
9
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
9 Supreme Overlord Galio
2
Vanguard
Vanguard champions gain bonus Armor.

2 120 Armor
Cultist
Chosen Border
Vanguard
4
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

4 175% bonus damage every 2.50 seconds
3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Hunter
Chosen Border
Moonlight
Chosen Border
Spirit
Chosen Border
Ninja
Adept
Divine
Chosen Border
Mystic
Chosen Border
9
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
9 Supreme Overlord Galio
2
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

2 +12% Attack Speed per stack
Cultist
Chosen Border
Duelist
6
Brawler
Brawlers gain bonus Health.

6 1200 Health
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.

6
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

6 30 Armor and Magic Resist, 10 Attack Damage and Spell Power
2
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

2 125% bonus damage every 3.50 seconds
Brawler
Chosen Border
The Boss
Elderwood
Chosen Border
Hunter
9
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
9 Supreme Overlord Galio
2
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +30% Critical Strike Damage & +10% Critical Strike Chance
Cultist
Chosen Border
Assassin
3
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

3 150% bonus damage every 3 seconds
3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
2
Brawler
Brawlers gain bonus Health.

2 400 Health

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Hunter
Moonlight
Chosen Border
Spirit
Chosen Border
Ninja
Adept
Chosen Border
Brawler
Chosen Border
Divine
Chosen Border
Mystic
Chosen Border
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Enlightened
Enlightened champions generate more Mana.

2 40% increase

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Duelist
Chosen Border
Exile
Ninja
Adept
Chosen Border
Divine
Enlightened
Chosen Border
Mystic
Chosen Border
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
6
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

6 30 Armor and Magic Resist, 10 Attack Damage and Spell Power

4
Brawler
Brawlers gain bonus Health.

4 800 Health
2
Dazzler
Dazzlers' spells reduce the Attack Damage of enemies hit for 8 seconds.

2 40% Attack Damage reduction

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

2 125% bonus damage every 3.50 seconds
The Boss
Chosen Border
Elderwood
Chosen Border
Brawler
Chosen Border
Dazzler
Chosen Border
Divine
Chosen Border
Hunter
6
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

6 3 ricochets with 45% reduced damage
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

3
Warlord
Warlords have bonus Health and Spell Power. Each victorious combat they participate in increases the bonus by 10%, stacking up to 5 times.

3 200 Health & 20 Spell Power
2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power

2
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds
Sharpshooter
Chosen Border
Emperor
Warlord
Dusk
Keeper
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
4
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

4 225 Shield, 10 seconds

4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 2 ricochets with 50% reduced damage
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power
Emperor
Keeper
Chosen Border
Sharpshooter
Chosen Border
Ninja
Dusk
Chosen Border
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

4
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

4 6 seconds
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Enlightened
Enlightened champions generate more Mana.

2 40% increase
Duelist
Chosen Border
Exile
Chosen Border
Divine
Chosen Border
Adept
Enlightened
Chosen Border
4
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

4 All Ninjas gain +140 Attack Damage & +140% Spell Power
4
Shade
Innate: When combat starts, Shades teleport to the enemy backline.

Shades dip into the shadows after every 3 attacks, stealthing and causing their next basic attack to deal bonus magic damage.

4 750 bonus damage

1
Tormented
Tormented can be transformed after participating in 3 combats, enhancing their abilities.
3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio

2
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline.

Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.

2 +30% Critical Strike Damage & +10% Critical Strike Chance
2
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds
Ninja
Shade
Chosen Border
Tormented
Cultist
Assassin
Keeper
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Enlightened
Enlightened champions generate more Mana.

2 40% increase
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Duelist
Chosen Border
Exile
Ninja
Adept
Enlightened
Mystic
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
4
Dusk
Dusk champions increase all allies' Spell Power.
4 And Dusk champions gain an additional 50%

3
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
3 Tyrant Galio
2
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
2
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

2 1 ricochets with 55% reduced damage

2
Vanguard
Vanguard champions gain bonus Armor.

2 120 Armor
Emperor
Dusk
Chosen Border
Cultist
Chosen Border
Keeper
Chosen Border
Mystic
Chosen Border
Sharpshooter
Chosen Border
Vanguard
Chosen Border
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
6
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

6 30 Armor and Magic Resist, 10 Attack Damage and Spell Power

4
Brawler
Brawlers gain bonus Health.

4 800 Health
3
Mage
Mages cast twice and have modified Spell Power.

3 80% of their total Spell Power

2
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

2 125% bonus damage every 3.50 seconds
The Boss
Chosen Border
Elderwood
Chosen Border
Brawler
Chosen Border
Mage
Chosen Border
Hunter
Chosen Border
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
4
Dusk
Dusk champions increase all allies' Spell Power.
4 And Dusk champions gain an additional 50%

4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 2 ricochets with 50% reduced damage
2
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds

2
Vanguard
Vanguard champions gain bonus Armor.

2 120 Armor
Emperor
Dusk
Chosen Border
Sharpshooter
Chosen Border
Keeper
Chosen Border
Vanguard
Chosen Border
6
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

6 3 ricochets with 45% reduced damage
2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost

2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power
2
Vanguard
Vanguard champions gain bonus Armor.

2 120 Armor
Sharpshooter
Chosen Border
Spirit
Dusk
Vanguard
4
Dusk
Dusk champions increase all allies' Spell Power.
4 And Dusk champions gain an additional 50%
4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 2 ricochets with 50% reduced damage

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost
2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance

2
Vanguard
Vanguard champions gain bonus Armor.

2 120 Armor
Dusk
Chosen Border
Sharpshooter
Chosen Border
Spirit
Chosen Border
Mystic
Chosen Border
Vanguard
Chosen Border
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
2
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

2 And 80% Lifesteal

2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds

2
Enlightened
Enlightened champions generate more Mana.

2 40% increase
Duelist
Chosen Border
Exile
Chosen Border
Adept
Chosen Border
Divine
Enlightened
Chosen Border
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
4
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

4 225 Shield, 10 seconds

4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 2 ricochets with 50% reduced damage
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

3
Warlord
Warlords have bonus Health and Spell Power. Each victorious combat they participate in increases the bonus by 10%, stacking up to 5 times.

3 200 Health & 20 Spell Power
2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power
Emperor
Keeper
Chosen Border
Sharpshooter
Chosen Border
Ninja
Warlord
Chosen Border
Dusk
Chosen Border
6
Dusk
Dusk champions increase all allies' Spell Power.
6 40% Spell Power for all, and an extra 70% for Dusk champions
4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 2 ricochets with 50% reduced damage

2
Vanguard
Vanguard champions gain bonus Armor.

2 120 Armor
Dusk
Chosen Border
Sharpshooter
Vanguard
6
Dusk
Dusk champions increase all allies' Spell Power.
6 40% Spell Power for all, and an extra 70% for Dusk champions
1
Emperor
The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.

2
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.

2 150 Shield, 8 seconds
2
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

2 1 ricochets with 55% reduced damage

2
Vanguard
Vanguard champions gain bonus Armor.

2 120 Armor
Dusk
Chosen Border
Emperor
Keeper
Sharpshooter
Vanguard
3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 20 Armor and Magic Resist, 5 Attack Damage and Spell Power
3
Mage
Mages cast twice and have modified Spell Power.

3 80% of their total Spell Power

2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power
2
Enlightened
Enlightened champions generate more Mana.

2 40% increase

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
2
Vanguard
Vanguard champions gain bonus Armor.

2 120 Armor
Elderwood
Chosen Border
Mage
Chosen Border
Dusk
Chosen Border
Enlightened
Chosen Border
Mystic
Chosen Border
Vanguard
Chosen Border
6
Mage
Mages cast twice and have modified Spell Power.

6 120% of their total Spell Power
3
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

3 20 Armor and Magic Resist, 5 Attack Damage and Spell Power

2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power
2
Vanguard
Vanguard champions gain bonus Armor.

2 120 Armor
Mage
Chosen Border
Elderwood
Chosen Border
Dusk
Chosen Border
Vanguard
Chosen Border
6
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

6 3 ricochets with 45% reduced damage
2
Dusk
Dusk champions increase all allies' Spell Power.
2 All allies gain 20% Spell Power

2
Vanguard
Vanguard champions gain bonus Armor.

2 120 Armor
Sharpshooter
Chosen Border
Dusk
Vanguard
6
Duelist
Innate: Duelists gain bonus Movement Speed.

Duelists' attacks grant Attack Speed, up to 8 stacks.

6 +35% Attack Speed per stack
1
Exile
If an Exile has no adjacent allies at the start of combat, they gain:

1 A shield equal to 50% of their maximum health

1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power
2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds

2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds
2
Enlightened
Enlightened champions generate more Mana.

2 40% increase
Duelist
Chosen Border
Exile
Ninja
Adept
Divine
Enlightened
Chosen Border
6
Dusk
Dusk champions increase all allies' Spell Power.
6 40% Spell Power for all, and an extra 70% for Dusk champions
4
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.

4 2 ricochets with 50% reduced damage
Dusk
Chosen Border
Sharpshooter
1
The Boss
When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
6
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.

6 30 Armor and Magic Resist, 10 Attack Damage and Spell Power

3
Mage
Mages cast twice and have modified Spell Power.

3 80% of their total Spell Power
2
Brawler
Brawlers gain bonus Health.

2 400 Health
The Boss
Chosen Border
Elderwood
Chosen Border
Mage
Chosen Border
Brawler
Chosen Border
3
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.

3 150% bonus damage every 3 seconds
3
Moonlight
3/5 At the start of combat, a number of Moonlight Champions star up once until combat ends.

(Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)

3 1% Champion

2
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.

2 35% of mana cost
1
Ninja
Ninjas gain bonus Attack Damage and Spell Power.

This trait is only active when you have exactly 1 or 4 unique Ninjas.

1 Ninja gains +50 Attack Damage & +50% Spell Power

2
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.

2 2 seconds
2
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

2 3 seconds

2
Mystic
All allies gain Magic Resistance.

2 40 Magic Resistance
Hunter
Chosen Border
Moonlight
Chosen Border
Spirit
Chosen Border
Ninja
Adept
Chosen Border
Divine
Chosen Border
Mystic
Chosen Border

Champion Guides

Azir

WarlordWarlord
KeeperKeeper
EmperorEmperor
950/1710/3420
75/150
70/126/252
100%
30
20
0.85
890
25%
150%

Emperor's Divide
Emperor's Divide
Azir calls forth a wall of charging soldiers from behind him, dealing 200/350/8888 magic damage to and slowing all enemies hit for 4 seconds. Enemies close to Azir are knocked back, while enemies further away are knocked up for 2 seconds.
WarlordWarlordKeeperKeeperEmperorEmperor
Azircoin5
Ezreal

ElderwoodElderwood
DazzlerDazzler
750/1350/2700
90/150
80/144/288
100%
20
20
0.90
890
25%
150%

Flux Barrage
Flux Barrage
Ezreal fires a barrage toward the enemy with the highest Attack Speed, healing allies it passes through for 250/450/9999 and granting them 50% Attack Speed, and damaging enemies it passes through for 250/450/9999 magic damage and slowing their Attack Speed by 50% for 5 seconds.
ElderwoodElderwoodDazzlerDazzler
Ezrealcoin5
Kayn

TormentedTormented
ShadeShade
900/1620/3240
0/50
80/144/288
100%
40
40
1.00
180
25%
150%

Reaping Slash
Reaping Slash
Kayn dashes toward his target then slashes all adjacent enemies, dealing 375/575/6666 magic damage and increasing the mana cost of their next spell by 33%. If the slash hits exactly one target, Kayn immediately casts again.

As Rhaast: Reaping Slash heals Kayn for 50% of the damage it deals.

As Shadow Assassin: Reaping Slash deals an extra 50% damage for the first 10 seconds of combat.
TormentedTormentedShadeShade
Kayncoin5
Lee Sin

DivineDivine
DuelistDuelist
1000/1800/3600
0/40
60/108/216
100%
50
50
0.85
180
25%
150%

God Fist
God Fist
Lee Sin punches his target, dealing 250/450/1000 magic damage, knocking them back to the edge of the battlefield, and stunning them for 2/3/10 seconds. Any enemies the target collides with during the knockback receive half the damage and are stunned for 1/10 second.

If the target cannot be pushed back any further, they are knocked out of the battlefield instead, removing them from combat.

If the target is still alive after being punched, Lee Sin will dash to them.
DivineDivineDuelistDuelist
Lee Sincoin5
Lillia

DuskDusk
MageMage
950/1710/3420
80/120
40/72/144
100%
50
80
0.75
420
25%
150%

Lilting Lullaby
Lilting Lullaby
Lillia casts a magical lullaby, causing 2/3/10 waking enemies with the highest current Health to fall asleep for 3/4/8 seconds. Enemies will awaken if they take 500 damage while sleeping, causing an additional 500 magic damage.
DuskDuskMageMage
Lilliacoin5
Sett

The BossThe Boss
BrawlerBrawler
1100/1980/3960
100/175
60/108/216
100%
60
30
0.75
180
25%
150%

Showstopper
Showstopper
Sett grabs his target and slams them forward, dealing 40%/60%/400% of their maximum Health in magic damage to them, and 20%/30%/200% of the slammed enemy's maximum Health to all other enemies in a large area.
The BossThe BossBrawlerBrawler
Settcoin5
Yone

ExileExile
AdeptAdept
950/1710/3420
0/60
80/144/288
100%
40
40
0.95
180
25%
150%

Seal Fate
Seal Fate
Yone strikes along a path in front of him, dealing 200/400/1000 magic damage split between all enemies hit. Enemies hit are marked for death, reducing their Armor and Magic Resist by 60%.

Yone's spell is then replaced with Unforgotten until there are no remaining enemies marked for death.

Unforgotten (20 mana): Yone dashes to the lowest-Health enemy that is marked for death, dealing 200/400/1000 plus their missing health as magic damage.
ExileExileAdeptAdept
Yonecoin5
Zilean

CultistCultist
MysticMystic
750/1350/2700
100/150
45/81/162
100%
20
20
0.75
660
25%
150%

Rewind Fate
Rewind Fate
Zilean places a protective Time Rune on the 2/3/10 allies with the lowest Health other than himself. When they would die, they instead resurrect after 3.50/3.00/1.00 seconds, returning to combat with Health and shedding all negative effects. After resurrecting, they have bonus Attack Speed for the rest of combat.
CultistCultistMysticMystic
Zileancoin5
Aatrox

CultistCultist
VanguardVanguard
800/1440/2880
75/150
60/108/216
100%
40
40
0.65
180
25%
150%

Infernal Chains
Infernal Chains
Aatrox pulls 2/5 of the farthest enemies toward himself, then slams the ground in front of himself, dealing 250/450/1250 magic damage to all enemies hit.
CultistCultistVanguardVanguard
Aatroxcoin4
Ahri

SpiritSpirit
MageMage
600/1080/2160
0/80
40/72/144
100%
20
20
0.75
890
25%
150%

Spirit Bomb
Spirit Bomb
Ahri channels energy into her spirit orb for 1.50 seconds, then lobs it toward a random enemy, dealing 500/700/3000 magic damage to all enemies in a large area.

If Ahri is interrupted, she releases her orb early reducing the size of the impact area.
SpiritSpiritMageMage
Ahricoin4
Ashe

ElderwoodElderwood
HunterHunter
600/1080/2160
0/30
80/144/288
100%
20
20
0.75
890
25%
150%

Hunter's Focus
Hunter's Focus
Ashe gains Attack Speed for 5 seconds, and her attacks fire a flurry of arrows for 45% physical damage.
ElderwoodElderwoodHunterHunter
Ashecoin4
Cassiopeia

DuskDusk
MysticMystic
750/1350/2700
80/150
55/99/198
100%
30
20
0.60
420
25%
150%

Petrifying Gaze
Petrifying Gaze
Cassiopeia projects a cone of magic energy at her target, dealing 20% magic damage to all enemies hit, stunning them for 2.50/3.00/5.00 seconds, and causing them to take 20% increased damage while stunned.
DuskDuskMysticMystic
Cassiopeiacoin4
Jhin

CultistCultist
SharpshooterSharpshooter
600/1080/2160
0/4
100/180/360
100%
20
20
2.00
890
25%
150%

Whisper
Whisper
Passive: Jhin always attacks 0.85/0.90/1.20 times per second. He converts each 1% of bonus Attack Speed into 0.80 Attack Damage.

Passive: Every fourth shot, Jhin deals 4.44%/5.00%/12.34% of his Attack Damage. (Total: )
CultistCultistSharpshooterSharpshooter
Jhincoin4
Morgana

EnlightenedEnlightened
DazzlerDazzler
750/1350/2700
60/120
50/90/180
100%
30
60
0.70
660
25%
150%

Hallowed Ground
Hallowed Ground
Morgana hallows the ground beneath a random target, dealing 250/400/2000 magic damage to enemies over 5 seconds and shredding 40% of their Magic Resistance while they remain inside. Morgana heals herself for 20%/25%/30% of the damage dealt.
EnlightenedEnlightenedDazzlerDazzler
Morganacoin4
Riven

DuskDusk
KeeperKeeper
800/1440/2880
0/20
70/126/252
100%
35
30
0.75
180
25%
150%

Sweeping Strikes
Sweeping Strikes
Riven dashes and shields herself for 4, then slashes forward dealing 300/450/1350 magic damage to nearby enemies.

Every third cast, Riven leaps into the air and launches forward a large wave of energy that deals 300/450/1350 magic damage.
DuskDuskKeeperKeeper
Rivencoin4
Sejuani

FortuneFortune
VanguardVanguard
1000/1800/3600
70/150
45/81/162
100%
60
40
0.55
180
25%
150%

Firecracker
Firecracker
Sejuani throws a giant firecracker at the closest enemy that explodes after a 2-second delay. Enemies in the explosion are dealt 100/200/800 magic damage and are stunned for 2.50/3.00/6.00 seconds.
FortuneFortuneVanguardVanguard
Sejuanicoin4
Shen

NinjaNinja
AdeptAdept
MysticMystic
950/1710/3420
50/100
60/108/216
100%
60
40
0.65
180
25%
150%

Shadow Dash
Shadow Dash
Shen dashes past his target, shielding himself against 500/800/4000 damage and taunting all adjacent enemies for 4/8 seconds.
NinjaNinjaAdeptAdeptMysticMystic
Shencoin4
Talon

EnlightenedEnlightened
AssassinAssassin
800/1440/2880
0/40
90/162/324
100%
30
20
0.80
180
25%
150%

Truestrike
Truestrike
Talon stabs his target, striking them for 240%/250%/275% of his Attack Damage plus bonus physical damage (total: 85/135/400 ). If this kills them, Talon becomes unstoppable and untargetable while he leaps to the lowest Armor enemy.
EnlightenedEnlightenedAssassinAssassin
Taloncoin4
Warwick

DivineDivine
HunterHunter
BrawlerBrawler
950/1710/3420
0/70
85/153/306
100%
40
40
0.80
180
25%
150%

Primal Hunger
Primal Hunger
Warwick gains 3 Attack Speed, 40%/200% Lifesteal, and moves faster for the rest of combat.

While in this state, if Warwick scores a takedown he howls, granting himself and all allies who share a Trait with him an additional 300% Attack Speed for 3 seconds.
DivineDivineHunterHunterBrawlerBrawler
Warwickcoin4
Akali

NinjaNinja
AssassinAssassin
650/1170/2340
0/20
55/99/198
100%
20
20
0.85
180
25%
150%

Five Point Strike
Five Point Strike
Akali throws kunai at her target, dealing 175/250/400 magic damage.
NinjaNinjaAssassinAssassin
Akalicoin3
Evelynn

CultistCultist
ShadeShade
600/1080/2160
0/60
70/126/252
100%
20
20
0.70
180
25%
150%

Last Caress
Last Caress
Evelynn deals 350/600/1500 magic damage to up to 3 nearby enemies, then teleports away.

This damage is increased to against targets below Health.
CultistCultistShadeShade
Evelynncoin3
Irelia

EnlightenedEnlightened
DivineDivine
AdeptAdept
800/1440/2880
50/100
55/99/198
100%
40
40
0.65
180
25%
150%

Bladestorm
Bladestorm
Irelia launches a storm of blades in front of her, dealing 200/300/550 magic damage and disarming enemies for 2.50/3.00/3.50 seconds.
EnlightenedEnlightenedDivineDivineAdeptAdept
Ireliacoin3
Jinx

FortuneFortune
SharpshooterSharpshooter
650/1170/2340
70/120
75/135/270
100%
20
20
0.75
890
25%
150%

Fishbones
Fishbones
Jinx fires a rocket at her target that explodes on impact, damaging all nearby enemies for 150/250/450 magic damage and stunning them for 1.50/2.00/2.50 seconds.
FortuneFortuneSharpshooterSharpshooter
Jinxcoin3
Kalista

CultistCultist
DuelistDuelist
550/990/1980
0
65/117/234
100%
20
20
0.90
660
25%
150%

Rend
Rend
Passive: Kalista's spears remain in her target, each one capable of dealing 4%/6%/9% of the target's maximum Health in magic damage when removed. She removes the spears when doing so would kill the target.
CultistCultistDuelistDuelist
Kalistacoin3
Katarina

WarlordWarlord
FortuneFortune
AssassinAssassin
500/900/1800
0/90
65/117/234
100%
20
20
0.65
180
25%
150%

Death Lotus
Death Lotus
Katarina channels for 2.50 seconds, throwing knives at 4/6/8 nearby enemies, dealing 750/900/1600 magic damage over the duration and reducing healing by 50% to her targets for 5 seconds.
WarlordWarlordFortuneFortuneAssassinAssassin
Katarinacoin3
Kennen

NinjaNinja
KeeperKeeper
650/1170/2340
50/125
60/108/216
100%
30
30
0.65
420
25%
150%

Slicing Maelstrom
Slicing Maelstrom
Kennen summons a storm around himself for 3 seconds, calling down lightning bolts on all enemies in the area every 0.50 second and dealing 300/450/1200 magic damage over the duration. Each enemy struck by 3 lightning bolts is stunned for 1.50 seconds.
NinjaNinjaKeeperKeeper
Kennencoin3
Kindred

SpiritSpirit
HunterHunter
650/1170/2340
0/35
70/126/252
100%
20
20
0.80
660
25%
150%

Dance of Dread
Dance of Dread
Wolf mauls Kindred's target, dealing 450/650/1000 magic damage and reducing their healing by 50% for 5 seconds. Meanwhile, Lamb leaps away from Kindred's target.
SpiritSpirit